Hocus Card Game Review

Fresh off the presses of the Kickstarter success and into the homes of many. How good is this game? Did it meet the expectations? Hyperbole is the company that put this pocket sized game together, and it has my Gaming group quite interested.

It was the first Kickstarter that I backed that did not have any defined or offered stretch goals, and they were unapologetic about this fact. I think that this fact helped set the game on a track for success, they offered the best they could at the front end, and they smashed their goals.

There are quite a few reasons to be excited about this game, most notable is replay. Because of the many schools of Magic each game will have a different feel for the players, and forces new strategies and tactics.

Second is speed, the game is quick to learn and quick to play. It is light enough to be played between other games, but heavy enough to be played as the main because of the strategy aspects.

Third is a mixture of Art and Theme, the game offers a nice looking deck of cards, an unique Wizarding Poker vibe.

So what is Hocus? It is a magic based Texas Holdem,

if you are familiar with how poker works then the explanation is pretty easy.

Here are the 2 base cards for the game.
The quick over view of the game is that the players are building the cards in the community, pots and also establishing their own private 2 card pockets. The game is 100% player driven with no dealer.

The players are building 2 four card communities, and facedown cards represent the pots (each card has a separate value i.e. 16 = 6 points.) Players are locked into having a max of two pockets representing their hand cards for the equivalent communities.

The biggest change from Texas Holdem comes from the individual magical abilities introduced as three player specific abilities.

These few cards represent one of the three spells that these specific magical schools have access. All players can do those three basic spells from the before mentioned picture.

The round ends when all the communities have 4 cards placed in them, once this is done all players have one additional turn to use their spells. Once this is done the game reverts back into who has the best pocket for each community, if there is ties pots are split. Game proceeds until a player emerges with 25 points.

This is quickly emerging as one of my favorite small box card driven games.

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